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Graphical Fidelity I Expect This Gen

Lighting is nice but I simply can't get over the sucky draw distance.
Playing on console or PC? On PC, settings pushed to max, I'm constantly impressed at how much stuff is on the screen; seems to roll on to the horizon. (I haven't gotten the flying mount yet, so that may change my opinion).
 
Playing on console or PC? On PC, settings pushed to max, I'm constantly impressed at how much stuff is on the screen; seems to roll on to the horizon. (I haven't gotten the flying mount yet, so that may change my opinion).
Even on the Unobtanium settings you can see shadows pop in in the distance and lod when flying judging by the DF videos i've seen.
 
I guess it's kinda like Elden Ring, artistically a 10/10, but technically dog shit. It's crazy how RDR2 still having both the aesthetic and most technical assets dialed in after all this time.
its not that crazy if you know how all 7 rockstar studios only worked on that one game for 5 years. Thats 3,000 developers, all cream of the crop (not some rando indian or korean outsourcing studio) all working on one game for five years. For GTA6, its 8 years and it already shows from the 4 minutes of footage they've shown so far.

There was an ex-ND/ex-Rockstar developer on youtube talking about how when he was at ND, he was part of a 30 person graphics team in charge of everything from the game engine to animations and graphics rendering. At rockstar, there would be 30 people in a team dedicated to animating climbing ladders or other small things like that. They had dozens of teams like that. RDR2 was done on a 1.84 tflops GPU with a 1080p 30 fps target, and it has a far better draw distance than even HFW which is running at 720p on the PS4. Granted HFW does do some things better. i wouldnt be surprised if they just had 100 devs dedicated to sitting around making sure they max out the draw distance in every single area by optimizing the graphics load for that particular area.

yes, most games have 1500 credits nowadays thanks to outsourcing but they are all still 100-300 person studios. They are literally 1/10th the size of rockstar. Even if you look at the credits of say a game like Avowed which has 1,400 credits despite a 100 person dev team (entire studio has 280 devs split across three teams for Avowed, Grounded and outer worlds 2). Well, RDR2 has 10,000+ credits.
 
Lighting is nice but I simply can't get over the sucky draw distance.
it only becomes apparent when you are flying.

the main thing people notice is the density of that forest. its unlike anything ive ever seen. i kept trying to explain this to you guys back in 2023 when everyone was making HFW comparisons. Now that people are finally playing it they can see just how detailed the world is. And not just up close like HFW, the detail extends well beyond whats in front of you. its only when you look out far into the distance in the second and third area where draw distance starts to fall apart. Draw distance in the first area is just fine.

Look at how far the foliage renders, how detailed the trees are in the distance, and even the reflections hold up. the draw distance issues only pop up in latter areas. And mostly when flying. Remember, the flying speeds in avatar are far far faster than HFW and definitely faster than Ghost of Yotei's horse.

shhP8qm.gif



Now this is HFW. This is a bad draw distance. Fog everywhere masking low res mid distance detail. Its effective at masking and probably something Avatar shouldve used in its latter areas, but this is what sucky draw distance looks like.

GHj1O3gXAAE8OPA
 
it only becomes apparent when you are flying.

the main thing people notice is the density of that forest. its unlike anything ive ever seen. i kept trying to explain this to you guys back in 2023 when everyone was making HFW comparisons. Now that people are finally playing it they can see just how detailed the world is. And not just up close like HFW, the detail extends well beyond whats in front of you. its only when you look out far into the distance in the second and third area where draw distance starts to fall apart. Draw distance in the first area is just fine.

Look at how far the foliage renders, how detailed the trees are in the distance, and even the reflections hold up. the draw distance issues only pop up in latter areas. And mostly when flying. Remember, the flying speeds in avatar are far far faster than HFW and definitely faster than Ghost of Yotei's horse.

shhP8qm.gif



Now this is HFW. This is a bad draw distance. Fog everywhere masking low res mid distance detail. Its effective at masking and probably something Avatar shouldve used in its latter areas, but this is what sucky draw distance looks like.

GHj1O3gXAAE8OPA
I'm not going to miss the over-use of distance fog in open world games, can't wait until we're finally over that hump for good. Hopefully Snowdrop gets a solid virtualized geometry system in the future. Also that HFW screenshot is exactly the kind of video game-y terrain I was just bitching about. Trees and vegetation too sparse, giant boulders strewn about at random, it just doesn't do it for me.
 
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it only becomes apparent when you are flying.

the main thing people notice is the density of that forest. its unlike anything ive ever seen. i kept trying to explain this to you guys back in 2023 when everyone was making HFW comparisons. Now that people are finally playing it they can see just how detailed the world is. And not just up close like HFW, the detail extends well beyond whats in front of you. its only when you look out far into the distance in the second and third area where draw distance starts to fall apart. Draw distance in the first area is just fine.

Look at how far the foliage renders, how detailed the trees are in the distance, and even the reflections hold up. the draw distance issues only pop up in latter areas. And mostly when flying. Remember, the flying speeds in avatar are far far faster than HFW and definitely faster than Ghost of Yotei's horse.

shhP8qm.gif



Now this is HFW. This is a bad draw distance. Fog everywhere masking low res mid distance detail. Its effective at masking and probably something Avatar shouldve used in its latter areas, but this is what sucky draw distance looks like.

GHj1O3gXAAE8OPA
You're not showing the PS5 version of Avatar. It looks mid on consoles. There's a lot of shimmering, poor IQ, terrible draw distance when you fly (that fucking sky looks horrendous) and no, the Ikran is not 'far, far faster'.
 
You're not showing the PS5 version of Avatar. It looks mid on consoles. There's a lot of shimmering, poor IQ, terrible draw distance when you fly (that fucking sky looks horrendous) and no, the Ikran is not 'far, far faster'.
Performance mode or Quality mode? I dont think these games were designed to be played in 60 fps. Resolution drops too low, and FSR cant fix jaggies. the few third party games ive played on my PS5 are just fine as long as they are being upscaled at around 1440p.

The twitter clips i shared were mostly people playing the PS5 version.

Ikran is very fast. Just ran through some tests. Took me 1 minute and 15 seconds to fly 1 km in HFW. Took me almost that long to do 3 kilometers. So 3x faster. You can run the tests yourself.
 
RR in Avatar makes a huge difference but performance impact is also quite big:

FseOdbn.jpeg
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In motion, non RR version looks like absolute crap.
RR is probably bugged in this game. Shouldnt be this heavy. My GPU goes up to 350 watts when i turn it on. Otherwise it sits around 290. Same as Cyberpunk and AC shadows.
 
Avatar with ray reconstruction or framegen on is causing my 5080 to bug the fuck out. the wattage hits 350, fans go loud, artifacts and blocky shadows start appearing on screen. its like wtf is even the point of upgrading if the GPU isnt designed to use all of its rt and framegen features? i have to cap it at 60 fps to ensure the wattage remains below 300 like it does in other games.

my guess is that ray reconstruction and framegen use tensor cores and it pushes the tdp above what this gpu is capable of doing. it typically sits around 270 watts in most games even when maxed out. really shitty by nvidia.
My 4090 sometimes does shit like this. :(
 
RR is probably bugged in this game. Shouldnt be this heavy. My GPU goes up to 350 watts when i turn it on. Otherwise it sits around 290. Same as Cyberpunk and AC shadows.

I think similar to Outlaws and Spider-Man 2 - it changes some settings with quality of reflections. And you can see jump from 140W to 240W on my pictures with 60fps lock, lol.

Ray Reconstruction alone shouldn't be this heavy...
 
Performance mode or Quality mode? I dont think these games were designed to be played in 60 fps. Resolution drops too low, and FSR cant fix jaggies. the few third party games ive played on my PS5 are just fine as long as they are being upscaled at around 1440p.

The twitter clips i shared were mostly people playing the PS5 version.

Ikran is very fast. Just ran through some tests. Took me 1 minute and 15 seconds to fly 1 km in HFW. Took me almost that long to do 3 kilometers. So 3x faster. You can run the tests yourself.
60fps, and it doesn't look that good. There's no way I'm playing a FPS game at 30fps on an oled lmao. HFW is much more consistent imo. Avatar has the best vegetation though.
 
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it only becomes apparent when you are flying.

the main thing people notice is the density of that forest. its unlike anything ive ever seen. i kept trying to explain this to you guys back in 2023 when everyone was making HFW comparisons. Now that people are finally playing it they can see just how detailed the world is. And not just up close like HFW, the detail extends well beyond whats in front of you. its only when you look out far into the distance in the second and third area where draw distance starts to fall apart. Draw distance in the first area is just fine.

Look at how far the foliage renders, how detailed the trees are in the distance, and even the reflections hold up. the draw distance issues only pop up in latter areas. And mostly when flying. Remember, the flying speeds in avatar are far far faster than HFW and definitely faster than Ghost of Yotei's horse.

shhP8qm.gif



Now this is HFW. This is a bad draw distance. Fog everywhere masking low res mid distance detail. Its effective at masking and probably something Avatar shouldve used in its latter areas, but this is what sucky draw distance looks like.

GHj1O3gXAAE8OPA
Weren't the SSD's combined with the new micro geometry engines meant to fix lod problems in open World games?
 
60fps, and it doesn't look that good. There's no way I'm playing a FPS game at 30fps on an oled lmao. HFW is much more consistent imo. Avatar has the best vegetation though.
yeah 60 fps mode drops to 720p in some areas. FSR cant handle anything below 1080p so i believe you. HFW on the other hand had the single worst performance mode ive ever seen. it took them 3 months to fix it. It looks extremely clean now but their internal resolution is around 1296p.

See if you can tolerate the new third person mode at 30 fps. Ive played a lot of games at 30 fps on my ps5 and even PC. Ratchet, Spiderman 2, FF16, Alan Wake 2, AC Shadows, Star Wars outlaws, Callisto, etc. They are all third person and were fine. The trick was not to switch back and forth. Took my brain 10-15 minutes to get ready and some games like ratchet and spiderman 2 were so smooth, i thought i had the 40 fps mode on.

Speaking of which, there is also a 40 fps mode for avatar which sits around 1296p on the base consoles. That's 4k fsr balanced instead of quality which can actually go up to 1800p in some instances. So 75% scaling. 40 fps is mostly fine on OLED as long as you disable VRR in the PS5 settings. Otherwise it adds stuttering on camera pans.
 
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The scene in the Resident Evil Requiem trailer where she is walking down the street gave me the "next gen" feel...looks kind of CGI...
My brother and I had this talk about game graphics a few days back and we basically agreed that texture-wise, we're more or less done. Reached the ceiling. What is now going to make visuals go next gen is lighting and shadows. And I think it's obvious right now that all those muti-gen frames that Nvidia is making is so that it can be able to handle the performance hikes that Path Tracing is going to be asking from the GPU.
 
Warhorse seems to be moving to UE5 for their next game. UE5 haters on suicide watch.



Probably a good time to switch since UE5 is in a much better state now than it was 5 years ago. It will probably not launch till 2032 anyway since the studio takes 7 years to make a game. It's also possible that they make KCD3 on Cry Engine before moving to UE5 for a new IP.
 
Warhorse seems to be moving to UE5 for their next game. UE5 haters on suicide watch.



Probably a good time to switch since UE5 is in a much better state now than it was 5 years ago. It will probably not launch till 2032 anyway since the studio takes 7 years to make a game. It's also possible that they make KCD3 on Cry Engine before moving to UE5 for a new IP.

It's a shame, what they accomplished with CryEngine on KCD2 is truly amazing. But I guess they now see that there are clear limitations, notably around geometry and potentially lighting.
 
It's a shame, what they accomplished with CryEngine on KCD2 is truly amazing. But I guess they now see that there are clear limitations, notably around geometry and potentially lighting.
Problem is that Cry Engine is no longer being updated by Crytek. And Warhorse is still a relatively small studio with no means to add virtualized geometry support. Not to mention hardware ray tracing or path tracing which should be the norm by 2032. I love the look of KCD2 but i cant fault them for leaving an engine that is currently not being supported by its own parent company. Remember, Crytek announced and then cancelled Crysis 4 in a span of a year. They are effectively a dead company. Not dying, dead.
 
God I'd die if they announced this at this month's Direct.
the obsidian remake was garbage though. dont expect much even if by some miracle they are working on it. UE5 cant fix bad developers.

The scene in the Resident Evil Requiem trailer where she is walking down the street gave me the "next gen" feel...looks kind of CGI...
When i saw the slowed down version of it on twitter, my immediate reaction was ok, this is like those AI generated videos.

 
The scene in the Resident Evil Requiem trailer where she is walking down the street gave me the "next gen" feel...looks kind of CGI...
Environments look mostly fine, but the textures close up... im getting "Rage" vibes here. Especially the monster at the end when it grabs her, look at the textures and the whole model... how is that supposed to be scary? Looks like an early PS3 model.
 
Warhorse seems to be moving to UE5 for their next game. UE5 haters on suicide watch.



Probably a good time to switch since UE5 is in a much better state now than it was 5 years ago. It will probably not launch till 2032 anyway since the studio takes 7 years to make a game. It's also possible that they make KCD3 on Cry Engine before moving to UE5 for a new IP.


Vavra mentionned CDPR had trouble with UE5 initially but with CDPR collaborating so much in the future improvements in performances for UE5, Warhorse probably sees it as an inevitable thing to move to UE5. I'm shocked KCD 3 would use cryengine in fact, by the time KCD 3 releases, it'll look dated as fuck compared to Witcher 4. There's only so much they can tweak and improve on cryengine without going into a huge R&D, at that point why resist UE5.

I hate UE5 stutter and the ecosystem they developed means that low labour countries can jump in a project easily but also means you get unoptimized shit from inexperienced peoples, but that's not the engine's fault. Inevitably when you have an inhouse engine then you have the brilliant graphic engineers present there to keep things under control. But UE5 is clearly feature wise ahead of every engines out there for the moment.
 
Problem is that Cry Engine is no longer being updated by Crytek. And Warhorse is still a relatively small studio with no means to add virtualized geometry support. Not to mention hardware ray tracing or path tracing which should be the norm by 2032. I love the look of KCD2 but i cant fault them for leaving an engine that is currently not being supported by its own parent company. Remember, Crytek announced and then cancelled Crysis 4 in a span of a year. They are effectively a dead company. Not dying, dead.

Yeah, CE is a dead end, but frametime of KCD2 is absolutely amazing and shows that you can do open world game without fucking stutters every 10 meters...

I hope stutter in UE5 really will be fixed (by CDPR) for the witcher 4 (and third party games).
 
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Problem is that Cry Engine is no longer being updated by Crytek. And Warhorse is still a relatively small studio with no means to add virtualized geometry support. Not to mention hardware ray tracing or path tracing which should be the norm by 2032. I love the look of KCD2 but i cant fault them for leaving an engine that is currently not being supported by its own parent company. Remember, Crytek announced and then cancelled Crysis 4 in a span of a year. They are effectively a dead company. Not dying, dead.
Crysis 4 is cancelled? Tell me ain't so
 
GTA6 about to be delayed again. isnt even content complete yet and the bug fixing process might end up causing a delay to 2027.

Honestly, it should never take 7 studios, 3,000+ devs, 9 years to make one game. These guys released GTA4, Max Payne 3, Midnight Club, RDR1, and GTA5 in a span of five years. I dont care how ambitious this game is, nothing should take this long.

If the game doesnt have the most amazing NPC simulation and open world game design then it would be a fucking failure. So many talented studios wouldve wasted 9 years working on one game.
 
My brother and I had this talk about game graphics a few days back and we basically agreed that texture-wise, we're more or less done. Reached the ceiling. What is now going to make visuals go next gen is lighting and shadows. And I think it's obvious right now that all those muti-gen frames that Nvidia is making is so that it can be able to handle the performance hikes that Path Tracing is going to be asking from the GPU.
There is a loooooong way to go texture wise and in all categories, people forget how good games can look with much more powerful hardware.





 
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GTA6 about to be delayed again. isnt even content complete yet and the bug fixing process might end up causing a delay to 2027.

Honestly, it should never take 7 studios, 3,000+ devs, 9 years to make one game. These guys released GTA4, Max Payne 3, Midnight Club, RDR1, and GTA5 in a span of five years. I dont care how ambitious this game is, nothing should take this long.

If the game doesnt have the most amazing NPC simulation and open world game design then it would be a fucking failure. So many talented studios wouldve wasted 9 years working on one game.
Games should take however long they need, that's why there are many studios in the industry.
 
GTA6 about to be delayed again. isnt even content complete yet and the bug fixing process might end up causing a delay to 2027.

Honestly, it should never take 7 studios, 3,000+ devs, 9 years to make one game. These guys released GTA4, Max Payne 3, Midnight Club, RDR1, and GTA5 in a span of five years. I dont care how ambitious this game is, nothing should take this long.

If the game doesnt have the most amazing NPC simulation and open world game design then it would be a fucking failure. So many talented studios wouldve wasted 9 years working on one game.

2026 looks like a weak fucking year...
 
You're not showing the PS5 version of Avatar. It looks mid on consoles. There's a lot of shimmering, poor IQ, terrible draw distance when you fly (that fucking sky looks horrendous) and no, the Ikran is not 'far, far faster'.
Is this only a console thread only?
Current gen can also categories current pc gpus
 
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